Difference between revisions of "Vital Statistics"
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Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up. | Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up. | ||
+ | === Food Pickups === | ||
+ | TBA | ||
== Mana == | == Mana == | ||
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Increasing the current mana level can be done by picking up crystals lying around or by item effects. | Increasing the current mana level can be done by picking up crystals lying around or by item effects. | ||
+ | === Mana Pickups=== | ||
+ | TBA | ||
== Armor/Resistance == | == Armor/Resistance == |
Revision as of 23:50, 26 March 2018
Contents
Health
The health bar is a vital meter that shows how much damage the player can take before death ensues. Health can increase in multiple ways, which are from leveling, getting items, or other less common means.
Health can be restored by some class abilities, eating food found in certain structures, or by waiting for the player's health regeneration to bring it up.
Food Pickups
TBA
Mana
Mana is used for casting spells or skills that aren't the primary attack mode.
Increasing the current mana level can be done by picking up crystals lying around or by item effects.
Mana Pickups
TBA
Armor/Resistance
Armor is used to reduce certain types of physical damage. Resistance is used to reduce certain types of magical damage. For the sake of brevity, both will simply be referred to as armor. The formula for calculating damage reduction = 1 - 1/(1+armor/50)
Different sources of damage reduction will stack multiplicatively.
Effective Health
This is a figure to show just about how much damage you can take from an enemy total before dying. It takes into account both Health and Armor, and is calculated as EH = Health*(1+Armor/50)
As an example, a Paladin with 300 health and 75 armor will have an EH value of 300*(1+75/50) = 750 EH.
Evasion
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.